Autumn Night 3D Shooter

About

First and foremost, this game is an experiment in coding a software renderer. It's an engine that renders the image via CPU, without involving the graphics adapter, much like the 90's games did. I wanted to find out if it's possible to code an engine like that from scratch nowadays, and if it can run at 60 FPS on a modern PC. It was a self-imposed challenge.

Once I finished the engine, I thought I could make a game with it, an FPS like the early shooters from the 90's. I have to say I was quite impressed with them back in the day, and I've been looking to recreate them for a long time. Thus, this game is a 90's FPS. A simplistic story takes a backseat to pure run-and-gun gameplay.

On graphics and visuals: I was creating the visuals based on the imagery from my dreams. I tried to convey the mood and atmosphere of my dreams through level design. I feel like I did a particularly good job on this aspect.
I'd be happy to hear some feedback from you on my humble little game!

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Autumn Night 3D Shooter reviews and comments

Reviews

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Translated byMicrosoft from Russian

Yes, indeed, as written below-this game is associated with the 90s there is nothing. And really, practically nothing-except sprite enemies and similarity on screenshots.
I understand that the author is a fan of the software. But to use in such quantity three-dimensional polygonal models using the Softrender at least already perversion. There are no Computers without video accelerators and it is not correct to rape the processor by the software. You can not use bilinear filtering and emit textures without blurring-it will be a similar effect and will be a huge increase in performance. I'm my view-the best step to "disguise" the use of 3D accelerator. Now She is a disabled person without a leg and with such a minimal issuance-very demanding to the processor.
If to compare with projects 90х, Volumetric Modelki (first-aid kits, lying trunks in Blood) were realized by means of the voxel model of visualization (Pixels in three-dimensional system of coordinates). Here we see a bunch of modelek made in Blender. In the old games, polygons were used except in the geometry level and nowhere else.
Everything was very good. In my opinion a heap of wasted time from the author, though, apparently he makes his games "for the soul." This is a game for himself, not for the masses.

Ninjaman

Steam, Apr 22, 2019

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Translated byMicrosoft from Russian

The game (if at all can be called a game) is not worked out.
1. Wild complexity, no saves. Scatter in weapons-the hell you get, you die from five hits. Enemies with some horseradish will respawn behind their backs. The first level-an open space with a half hundred hard-to-kill monsters, most of which shoots, and the other incredibly fast moves 2.
No saves.
Added checkin between levels. And on that thank you 3. Missing map. Levels are built on the principle of old shooter-maze. But there were maps, and then I have to keep everything in my head?
4. The sword (the second weapon I could find). The first thing that came to mind when he found that he was on the principle of the sword of their Hexen, but no. They failed to kill anyone, eventually leaked 5. Periodically podlazit (it is clear that for software engine it is natural, but the end user does not care) 6. The lack of a basic infinite weapon adds complexity to the game. If you run out of ammo-count the game is lost. Patrons end quickly, some of the very first monsters-mages, it is very difficult to kill and even more difficult to get to someone on the second level of dying if you get out of the forest. See the author decided that the game is not difficult enough if you evaluate it as those. Demo: 4 + as the game: 3-generally disappointed. The game is not worth the money, though not big